This study aims to develop video tutorial-based learning media on lathe machine maintenance materials and to determine its validity and practicality. The research method used was Research and Development (R&D) with the 4D development model consisting of define, design, develop, and disseminate stages. The research subjects were students of the Mechanical Engineering Education Study Program who …
Penelitian bertujuan untuk mengetahui pengaruh penggunaan media matras angka terhadap kemampuan concrete subtraction kelompok B TK IT Mutiara Palembang. Metode penelitian menggunakan pendekatan kuantitatif eksperimen semu dengan desain One Group Pretest–Posttest. Sampel penelitian berjumlah 23 anak kelompok B2 yang dipilih melalui simple random sampling. Teknik pengumpulan data menggunakan ob…
This research and development (R&D) study aims to develop a valid and effective Heyzine Flipbook based e-module on the Role of Radical Organizations during the Dutch Colonial Period. The study seeks to address the dominance of lecture based instruction that negatively affects student learning outcomes at Adabiyah Senior High School, Palembang, Indonesia. The development process adopted the Ales…
Kahoot is an interactive multimedia-based learning medium in the form of a game that can be accessed online through various devices and is easy for both teachers and students to use. This study is important because Kahoot provides features that support varied, interactive, and enjoyable learning activities, which have the potential to increase students’ learning interest that is still relativ…
Penelitian ini bertujuan untuk mengembangkan jobsheet digital berbasis Google Site pada mata kuliah Sistem Perawatan dan Perbaikan di Program Studi Pendidi- kan Teknik Mesin Universitas Sriwijaya serta mengetahui tingkat validitas dan kepraktisan produk yang dikembangkan. Metode penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang melip…
This study aims to develop an AI-assisted illustrated story E-book on the topic of This study aims to develop an Artificial Intelligence-assisted (AI) illustrated story e-book on the topic of interactions among living things for third-grade elementary school students and to determine the validity, practicality, and effectiveness of the learning media. This study used the Research and Developmen…
Penelitian ini bertujuan untuk mengetahui pengaruh media big book konsep pengukuran terhadap kemampuan berpikir logis anak usia 4-5 tahun di TK Al-Kautsar Indralaya. Penelitian menggunakan pendekatan kuantitatif eksperimen dengan desain one group pretest-posttest yang melibatkan 16 anak, dengan menggunakan teknik total sampling. Pengumpulan data dilakukan melalui lembar observasi dan dokumentas…
This study aims to determine the effect of using flashcard media with the theme of traditional Pagar Alam food on the number recognition ability of children aged 4–5 years at PAUD Kartini Lahat. This study uses a quantitative approach with a pre-experimental method of one group pre-test-post-test design. The research sample consisted of 16 children selected using a purposive sampling techniqu…
This study aims to improve children's sequencing (seriation) skills through the use of a spinning wheel media in Group B at TK Negeri Pembina Sungai Pinang. This research is a Classroom Action Research (CAR) using the Kemmis and McTaggart model, which consists of four stages (planning, implementation, observation, and reflection). The subjects of this study were Group B1 children, totaling 16 c…
Penelitian ini bertujuan menghasilkan media pembelajaran berupa video interaktif untuk mengenalkan perilaku prososial dan antisosial pada anak usia 5-6 tahun di Kota Palembang yang memenuhi kriteria valid dan praktis. Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi, dan evalua…
This study examines the influence of Instagram second account usage on freedom of expression among students of the Sociology Study Program, Faculty of Social and Political Sciences, Sriwijaya University. The research aims to analyze the effect of Instagram second account usage as a means of fulfilling user needs based on the Uses and Gratifications theory on the level of freedom of expression a…
Penelitian ini bertujuan menghasilkan media pembelajaran interaktif berbasis STEM pada materi energi terbarukan (PLTS) untuk melatih keterampilan berpikir kritis siswa SMA. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa media yang dikembangkan san…
This study aims to develop an interactive STEM-based learning media on renewable energy, specifically Wind Power Plants (PLTB), to foster collaboration skills among high school students. The development model employed is ADDIE (Analysis, Design, Development, Implementation, Evaluation). Needs analysis revealed that most students possess digital devices, have adequate internet access, and show h…
The low level of creative thinking skills among students and the limitations of learning media in visualizing abstract concepts in renewable energy-PLTMH material encourage the need to develop STEM-based interactive learning media. This study aims to produce STEM-based interactive learning media on renewable energy-PLTMH material to train high school students' creative thinking skills in a vali…
This study aims to develop a learning media in the form of an Augmented Reality (AR)-based instructional video on the concepts of the Photoelectric Effect and Electron Diffraction for Physics Education students that is valid and practical. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of the Analyze, Design, Development, Implementation, and …
Materi jaring-jaring makanan pada pelajaran IPAS Kelas V SD sulit dipahami siswa karena media pembelajaran masih konvensional (buku teks dan gambar statis), dan belum diketahui validitas, praktisitas, dan efektifitasnya yang digunakan. Sementara siswa memiliki gaya belajar visual dan membutuhkan media interaktif. Penelitian ini bertujuan untuk menghasilkan produk berupa video animasi konsep jar…
This study aims to analyze the influence of Weverse application consumption and fandom loyalty on the parasocial relationship between the K-Pop idol group Tomorrow X Together (TXT) and their fans (MOA). Utilizing a quantitative method with a survey of 100 respondents selected through purposive sampling, the data were analyzed using multiple linear regression. The results indicate that Weverse a…
Perkembangan kebiasaan berbelanja konsumen yang sebelumnya konvensional menjadi “serba online” membuat penjual harus menyesuaikan dengan perkembangan yang terjadi tersebut dengan menggunakan media baru untuk kegiatan promosi dan penjualan mereka. Media baru TikTok yang sebelumnya sebagai media hiburan berkembang sebagai media pemasaran untuk para penjual online memasarkan produknya. Penelit…
Penelitian ini bertujuan untuk mengetahui pengaruh intensitas menonton dan isi konten Instagram Stories pada akun @Jennifercoppenreal20 terhadap perilaku konsumtif mahasiswa Ilmu Komunikasi Universitas Sriwijaya angkatan 2021. Metode yang digunakan dalam penelitian ini adalah kuantitatif eksplanatif. Data dikumpulkan dari 135 responden yang ditentukan melaluin rumus Cochran dengan teknik purpos…
Arbitrase merupakan salah satu bentuk penyelesaian sengketa di luar pengadilan yang memberikan fleksibilitas kepada para pihak dalam menentukan prosedur serta hukum yang berlaku, termasuk penerapan asas ex aequo et bono yang berorientasi pada keadilan dan kepatutan. Integrasi mediasi dalam proses arbitrase berkembang sebagai solusi inovatif dalam rangka menghadirkan penyelesaian sengketa yang l…
Penelitian ini bertujuan untuk mengetahui persepsi mahasiswa Program Studi Pendidikan Pancasila dan Kewarganegaraan (PPKn) FKIP Universitas Sriwijaya terhadap konten berita hoax di media sosial TikTok. Penelitian ini menggunakan pendekatan kuantitatif dengan metode deskriptif. Subjek penelitian berjumlah 58 mahasiswa PPKn FKIP Universitas Sriwijaya yang dipilih sebagai responden. Teknik pengump…
This study examines management strategies in maintaining the existence of a religious television program, using Cahaya Hati Indonesia broadcast on iNews, a national television station, as a case study. The program represents how religious broadcasting can remain sustainable and relevant amid competition in the television industry and changes in audience viewing behavior. This research employs a…
This study examines the phenomenon of Artificial Intelligence (AI) Photo usage on the TikTok platform, which has generated new forms of visual representation while simultaneously having the potential to distort users’ understanding of reality. AI Photo enables the production of images that appear to document real experiences, even though they have no factual reference to events that actually …
At the end of August 2025, the Brave Pink Hero Green phenomenon became widely used on social media, especially Instagram. This trend is characterized by the use of pink and green symbols in every content or user profile. This study aims to analyze the experiences, motives, and meanings of Communication Science students at Sriwijaya University regarding the use of visual symbols in the Brave Pin…
PENGEMBANGAN MEDIA PEMBELAJARAN PENDIDIKAN AGAMA ISLAM MENGGUNAKAN KOMIK DIGITAL BERBASIS ARTIFICIAL INTELLIGENCE (AI) MATERI GHIBAH DAN TABAYYUN DI KELAS VII SMP NEGERI 7 SEKAYU Oleh Sri Umi Lestari 06032622428013@student.unsri.ac.id Pembimbing Dr. Syarifuddin, M.Pd syarifuddin@fkip.unsri.ac.id Dr. Nurhasan, M.Ag nurhasan@unsri.ac.id Magister Teknologi Pendidikan ABSTRAK Penelitian ini bertuju…